Gaming device having value selection bonus
Summary by NHIP
Value Selection Bonus Gaming Device
The gaming device displays symbol groups and awards while hiding award-to-symbol associations. A processor enables players to deselect selected symbols and reselect others from the same group to upgrade the total award value.
Claim Score by NHIP
Abstract
A gaming device that provides a player with an opportunity to maximize a gaming device award. The gaming device presents the player with a display having a plurality of symbols and enables the player to choose one or more of the symbols. The game reveals the award(s) associated with the selected symbols but does not reveal which awards are associated with which symbols. The game then provides the player with one or more opportunities to upgrade the total award by deselecting one or more of the selected symbols and re-selecting another symbol for each deselected symbol.

Term
Term ended
Expired 6 October 2020, 6 years ago.
- Priority
- Filed
- Granted
- Expired
- Today
24 claims: 6 independent, 18 dependent
- 1A gaming device comprising:a game operable upon a wager by a player;a plurality of symbols;a plurality of groups of the symbols;a plurality of awards associated with the symbols in the groups of symbols;means for enabling the player to select the symbols and for enabling the player to deselect the selected symbols;at least one display device;and a processor operable to control the game and operable with the selection and deselection means and the display device to cause the display of the plurality of groups of symbols, enable the player to select at least one symbol from each of said groups of symbols, cause the display of the awards associated with the symbols of the groups of symbols without revealing which of the symbols said awards are associated with, cause the display of a total value of a plurality of the awards associated with the selected symbols, enable the player to deselect at least one of the selected symbols and for each deselected symbol enable the player to select one of the plurality of symbols from a same group as said deselected symbol, and to provide at least one of the awards associated with the selected symbols to the player.
- 3A gaming device comprising:a plurality of symbols;a game operable upon a wager by a player;a plurality of groups of the symbols;a plurality of awards associated with the symbols of the groups of symbols;means for enabling the player to select the symbols of the groups and for enabling the player to deselect the selected symbols;at least one display device;and a processor operable to control the game and operable with the selection and deselection means and the display device to cause the display of the plurality of groups of symbols, enable the player to select at least one symbol from each of the groups of symbols, cause the display of a value of at least one award associated with one of the selected symbols without revealing which of the selected symbols said award is associated with, enable the player to deselect at least one of the selected symbols and for each deselected symbol enable the player to select one of the plurality of symbols from a same group as said deselected symbol, and provide at least one of the awards associated with the selected symbols to the player.
- 8A gaming device comprising:a game operable upon a wager by a player;a plurality of symbols;a plurality of groups of the symbols;a plurality of awards associated with the symbols of the groups of symbols;means for enabling the player to select the symbols and for enabling the player to deselect the selected symbols;at least one display device;and a processor operable to control the game and operable with the selection and deselection means and the display device to cause the display of the plurality of groups of symbols, enable the player to select one of the symbols from each of the groups of symbols, cause the display of a highest award associated with the symbols of at least one of the groups of symbols without revealing which symbol in said groups of symbols said highest award is associated with, cause the display of a total value of a plurality of the awards associated with the selected symbols, enable the player to deselect at least one of the selected symbols and for each deselected symbol enable the player to select one of the symbols from a same group as said deselected symbol, and provide at least one awards associated with the selected symbols to the player.
- 10A method of operating a gaming device which includes a game operable upon a wager by a player, the method comprising:(a) displaying a plurality of groups of symbols associated with a plurality of awards;(b) enabling the player to select at least one symbol from each of the groups of symbols;(c) displaying the awards associated with symbols of the groups of symbols without revealing which of the symbols said awards are associated with;(d) displaying a total value of a plurality of the awards associated with the selected symbols;(e) enabling the player to deselect at least one of the selected symbols and for each deselected symbol, enabling the player to select one of the plurality of symbols from a same group as said deselected symbol;and (f) providing at least one of the awards associated with the selected symbols to the player.
- 15Broadest claimClaim Score 66, broad(NHIP)A method of operating a gaming device which includes a game operable upon a wager by a player, the method comprising:(a) displaying a plurality of groups of symbols associated with a plurality of awards;(b) enabling the player to select at least one symbol from each of the groups of symbols;(c) displaying each of the awards associated with symbols of the groups of symbols without revealing which of the symbols said awards are associated with;(d) displaying a value of at least one of the awards associated with the selected symbols without revealing which of the symbols said values are associated with;(e) enabling the player to deselect at least one of the selected symbols and for each deselected symbol, enabling the player to select one of the plurality of symbols from a same group as said deselected symbol;and (f) providing at least one of the awards associated with the selected symbols to the player.
- 20A method of operating a gaming device which includes a game operable upon a wager by a player, the method comprising:(a) displaying a plurality of groups of symbols associated with a plurality of awards;(b) enabling the player to select at least one symbol from each of the groups of symbols;(c) displaying a highest award associated with the symbols of at least one of the groups of symbols without revealing which of the symbols said highest awards are associated with;(d) displaying a total value of a plurality of the awards associated with the selected symbols;(e) enabling the player to deselect at least one of the selected symbols and for each deselected symbol, enabling the player to select one of the symbols from a same group as said deselected symbol;and (f) providing at least one of the awards associated with the selected symbols to the player.
Independent claims6
81 paragraphs in 8 sections, as filed
PRIORITY CLAIM
This application is a continuation of and claims the benefit of U.S. patent application Ser. No. 09/684,605, filed Oct. 6, 2000, now U.S. Pat. No. 6,514,141.
CROSS REFERENCES TO RELATED APPLICATIONS
This application is related to the following copending commonly owned application: “GAMING DEVICE HAVING VALUE SELECTION BONUS,” Ser. No. 10/306,295, Attorney Docket No. 0112300-1176.
COPYRIGHT NOTICE
A portion of the disclosure of this patent document contains or may contain material which is subject to copyright protection. The copyright owner has no objection to the photocopy reproduction by anyone of the patent document or the patent disclosure in exactly the form it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.
DESCRIPTION
The present invention relates in general to a gaming device, and more particularly to a gaming device having player selectable and deselectable symbols associated with awards and a method to optimize a player's award.
BACKGROUND OF THE INVENTION
Gaming devices currently exist with bonus rounds in which a player has one or more opportunities to choose masked bonus awards from a pattern of masked awards displayed to the player. When the player chooses a masked award from the pattern, the game removes the mask and either awards the player with a bonus value or terminates the bonus round with a bonus terminator. The outcome depends upon whether the player selects an award or a terminator.
In the above game, the controller of the gaming device randomly places a predetermined number of masked awards and terminators in the pattern at the beginning of the bonus round and maintains the positioning until the bonus round terminates. When the player selects a masked award, the player receives the value of the award, and the game typically displays a message that the player may continue and enables the player to select another masked award. The player then selects another masked award, and the process continues until the player selects a masked terminator. European Patent Application No. EP 0 945 837 A2 filed on Mar. 18, 1999 and assigned on its face to WMS Gaming, Inc. discloses a bonus round of this type.
Gaming machines also currently exist with bonus rounds in which the game selects or determines the player's award. PCT application PCT/AU97/00121 entitled, Slot Machine Game with Roaming Wild Card, having a publication date of Sep. 4, 1997, discloses an example. In this invention, a slot machine having a video display contains a plurality of rotatable reels with game symbols. When the player receives a triggering symbol or combination, the game produces a bonus symbol. The bonus symbol moves from game symbol to game symbol temporarily changing the game symbol to a bonus symbol. If the change results in a winning combination, the player receives an award.
In the first known game, the “go-until” or “do-until” bonus round can end quite quickly if the player selects a bonus terminator early in the bonus round. A prior selection does not affect the current selection except to the extent that one less selection exists. The player blindly selects masked symbols until selecting the bonus terminator, which is immediately displayed. The player's involvement in the bonus round is thus limited. The player has no opportunity to undo or redo an undesired pick. The player has no opportunity to optimize or maximize the bonus round award. In the second known game, the game completely determines the bonus round award, and the player has no affect on the outcome.
Bonus rounds provide gaming manufacturers with the opportunity to add enjoyment and excitement to that which is already expected from a base game of the gaming device. Excitement and enjoyment increases when the interaction level between the bonus round and the player increases, and also when the bonus round remains compelling for an extended period of time. It is therefore desirable to create a bonus round in which a current selection relates to or impacts a later selection. It is also desirable to provide a bonus round that remains compelling for an extended period of time even if the player does not ultimately fare well in the bonus round. Finally, a bonus round can increase excitement and enjoyment by providing a player an opportunity to optimize a bonus round award.
SUMMARY OF THE INVENTION
The gaming device of the present invention includes a bonus round that provides a player with an opportunity to maximize a gaming device award. The present invention presents the player with a display having a plurality of groups of masked awards. The groups each preferably contain the same awards, e.g., a 10 credit, a 20 credit, a 50 credit and a 100 credit award. The game preferably enables the player to choose a masked award from each of the groups. The game then provides the player with one or more opportunities to upgrade the total award.
The display preferably contains a touch screen that enables the player to simply touch a masked award. The game preferably does not reveal a selected award, but does provide an indication that the award has been selected. For example, the game can change the initial mask or indicia of selected symbols to a particular color. If the player deselects the previously selected award, the game preferably changes the color back to the initial mask or indicia. Alternatively, the game can highlight and unhighlight selected and deselected awards, respectively. The present invention also provides one or more optimization aids, which enable a player to maximize or optimize the player's award.
In one optimization embodiment, the player upgrades the total award having only a total award indicator, which displays the accumulation of one or more awards selected from each group, to guide the player. When the player selects a different masked award from a group, the game deselects the previously selected masked award from that group and updates the player's total. If the total is less, the player can reselect (if another selection remains) the previous award. The game preferably provides an odd number of opportunities to change, and most preferably three opportunities, so that the player must decide if the final opportunity is worth the risk of losing awards. The player may otherwise collect the current award at any time by selecting a suitable collection selector.
In another optimization embodiment, the game provides an indication of the possible awards. For example, the game can display that a 10 credit, a 20 credit, a 50 credit and a 100 credit are each available. This information enables the player to know how close the current award is to a maximum. This information is useful especially when the player has to decide whether to use a final chance to upgrade and does not have another chance to undo an undesirable selection.
In a further optimization embodiment, the game provides an indication of the possible awards and the number of each that the player has selected, which further enables the player to know how close the current award is to a maximum. The embodiment provides a breakdown of the awards selected by the player, which the player could determine knowing only the possible awards. The breakdown precludes the player from having to perform mathematical functions to properly play the bonus round and promotes expeditious play.
It is therefore an object of the present invention to provide a gaming device, wherein the game enables the player to have one or more opportunities to optimize a gaming device award.
Other objects, features and advantages of the invention will be apparent from the following detailed disclosure, taken in conjunction with the accompanying sheets of drawings, wherein like numerals refer to like parts, elements, components, steps and processes.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a front elevational view of a general embodiment of the gaming device of the present invention;
FIG. 2 is a schematic block diagram of the electronic configuration of one embodiment of the gaming device of the present invention;
FIG. 3A is an enlarged front elevational view of the display device of the present invention having a plurality of groups of player selectable masked awards;
FIG. 3B is an enlarged front elevational view of the display device of the present invention illustrating the awards of the plurality of groups of FIG. 3A, which have been unmasked;
FIG. 3C is a schematic diagram having a group of player selectable masked awards, which illustrates a method for indicating a player's selection;
FIG. 3D is a schematic diagram having a group of player selectable masked awards, which illustrates one method for indicating a player's change of a selection;
FIG. 3E is a schematic diagram having a group of player selectable masked awards, which illustrates another method for indicating a player's change of a selection;
FIG. 3F is a schematic diagram having a group of player selectable masked awards, which illustrates a further method for indicating a player's change of a selection;
FIG. 4 is schematic diagram of a total award indicator of the present invention, which comprises one optimization embodiment of the present invention;
FIG. 5 is a schematic diagram of a total award indicator and of a possible award indication of the present invention, which comprises another optimization embodiment of the present invention;
FIG. 6 is a schematic diagram of a total award indicator, a possible award indication and an award selection indication of the present invention, which comprises a further optimization embodiment of the present invention;
FIG. 7 is an enlarged front elevational view of the display device of the present invention illustrating one example of a plurality of groups having player selected masked awards;
FIG. 8 is an enlarged front elevational view of the display device of the present invention illustrating another example of a plurality of groups having player selected masked awards;
FIG. 9 is an enlarged front elevational view of the display device of the present invention illustrating a further example of a plurality of groups having player selected masked awards; and
FIG. 10 is an enlarged front elevational view of the display device of the present invention illustrating yet another example of a plurality of groups having player selected masked awards.
DETAILED DESCRIPTION OF THE INVENTION
Gaming Device and Electronics
Referring now to the drawings, FIG. 1 generally illustrates a gaming device <b>10</b> of one embodiment of the present invention, which is preferably a slot machine having the controls, displays and features of a conventional slot machine. Gaming device <b>10</b> is constructed so that a player can operate gaming device <b>10</b> while standing or sitting. However, it should be appreciated that gaming device <b>10</b> can be constructed as a pub-style table-top game (not shown) that a player can operate preferably while sitting. Gaming device <b>10</b> can also be implemented as a program code stored in a detachable cartridge for operating a hand-held video game device. Also, gaming device <b>10</b> can be implemented as a program code stored on a disk or other memory device which a player can use in a desktop or laptop personal computer or other computerized platform. Gaming device <b>10</b> can incorporate any game such as slot, poker or keno. The symbols used on and in gaming device <b>10</b> may be in mechanical, electrical or video form.
As illustrated in FIG. 1, gaming device <b>10</b> includes a coin slot <b>12</b> and bill acceptor <b>14</b> where the player inserts money, coins or tokens. The player can place coins in the coin slot <b>12</b> or paper money in the bill acceptor <b>14</b>. Other devices could be used for accepting payment such as readers or validators for credit cards or debit cards. When a player inserts money in gaming device <b>10</b>, a number of credits corresponding to the amount deposited is shown in a credit display <b>16</b>. The present invention preferably employs or uses credits, however, the present invention is not limited to the use of credits and contemplates employing other units of value such as money. For purposes of describing and claiming this invention, the term “credit” includes any unit of value such as a gaming device credit or actual money.
After depositing the appropriate amount of money, a player can begin the game by pulling arm <b>18</b> or by pushing play button <b>20</b>. Play button <b>20</b> can be any play activator used by the player which starts any game or sequence of events in the gaming device.
Referring to FIG. 1, gaming device <b>10</b> also includes a bet display <b>22</b> and a bet one button <b>24</b>. The player places a bet by pushing the bet one button <b>24</b>. The player can increase the bet by one credit each time the player pushes the bet one button <b>24</b>. When the player pushes the bet one button <b>24</b>, the number of credits shown in the credit display <b>16</b> decreases by one, and the number of credits shown in the bet display <b>22</b> increases by one.
Gaming device <b>10</b> also has a paystop display <b>28</b> which contains a plurality of reels <b>30</b>, preferably three to five reels in mechanical or video form. Each reel <b>30</b> displays a plurality of symbols such as bells, hearts, martinis, fruits, cactuses, numbers, cigars, letters, bars or other images, which preferably correspond to a theme associated with the gaming device <b>10</b>. If the reels <b>30</b> are in video form, the gaming device <b>10</b> preferably displays the video reels <b>30</b> in a display device described below. Furthermore, gaming device <b>10</b> preferably includes speakers <b>34</b> for making sounds or playing music.
A player may “cash out” and thereby receive a number of coins corresponding to the number of remaining credits by pushing a cash out button <b>26</b>. When the player “cashes out,” the player receives the coins in a coin payout tray <b>36</b>. The gaming device <b>10</b> may employ other payout mechanisms such as credit slips redeemable by a cashier or electronically recordable cards that keep track of the player's credits.
With respect to electronics, the controller of gaming device <b>10</b> preferably includes the electronic configuration generally illustrated in FIG. 2, which has: a processor <b>38</b>; a memory device <b>40</b> for storing program code or other data; a display device <b>32</b> (i.e., a liquid crystal display) described below; a plurality of speakers <b>34</b>; and at least one input device as indicated by block <b>33</b>. The processor <b>38</b> is preferably a microprocessor or microcontroller-based platform that is capable of displaying images, symbols and other indicia such as images of people, characters, places, things and faces of cards. The memory device <b>40</b> can include random access memory (RAM) <b>42</b> for storing event data or other data generated or used during a particular game. The memory device <b>40</b> can also include read only memory (ROM) <b>44</b> for storing program code, which controls the gaming device <b>10</b> so that it plays a particular game in accordance with applicable game rules and paytables.
As illustrated in FIG. 2, the player preferably uses the input devices <b>33</b>, such as the arm <b>18</b>, play button <b>20</b>, the bet one button <b>24</b> and the cash out button <b>26</b> to input signals into gaming device <b>10</b>. A touch screen <b>46</b> and an associated touch screen controller <b>48</b> are preferably used in conjunction with a display device described in detail below. Touch screen <b>46</b> and touch screen controller <b>48</b> are connected to a video controller <b>50</b> and processor <b>38</b>. A player can make decisions and input signals into the gaming device <b>10</b> by touching touch screen <b>46</b> at the appropriate places. As further illustrated in FIG. 2, the processor <b>38</b> can be connected to coin slot <b>12</b> or bill acceptor <b>14</b>. The processor <b>38</b> can be programmed to require a player to deposit a certain amount of money in order to start the game.
It should be appreciated that although a processor <b>38</b> and memory device <b>40</b> are preferable implementations of the present invention, the present invention can also be implemented using one or more application-specific integrated circuits (ASIC's) or other hard-wired devices, or using mechanical devices (collectively referred to herein as a “processor”). Furthermore, although the processor <b>38</b> and memory device <b>40</b> preferably reside on each gaming device <b>10</b> unit, it is possible to provide some or all of their functions at a central location such as a network server for communication to a playing station such as over a local area network (LAN), wide area network (WAN), Internet connection, microwave link, and the like. For purposes of describing the invention, the controller includes the processor <b>38</b> and memory device <b>40</b>.
Referring to FIGS. 1 and 2, to operate the gaming device <b>10</b>, the player must insert the appropriate amount of money or tokens at coin slot <b>12</b> or bill acceptor <b>14</b> and then pull the arm <b>18</b> or push the play button <b>20</b>. The reels <b>30</b> will then begin to spin. Eventually, the reels <b>30</b> will come to a stop. As long as the player has credits remaining, the player can spin the reels <b>30</b> again. Depending upon where the reels <b>30</b> stop, the player may or may not win additional credits.
In addition to winning credits in this manner, gaming device <b>10</b> also preferably gives players the opportunity to win credits in a bonus round. This type of gaming device <b>10</b> will include a program that will automatically begin a bonus round when the player has achieved a qualifying condition in the game. This qualifying condition can be a particular arrangement of indicia on the display window <b>28</b>. The gaming device <b>10</b> also includes a display device such as a display device <b>32</b> shown in FIG. 1 enabling the player to play the bonus round. Preferably, the qualifying condition is a predetermined combination of indicia appearing on a plurality of reels <b>30</b>. As illustrated in the three reel slot game shown in FIG. 1, the qualifying condition could be the text “BONUS!” appearing in the same location on three adjacent reels.
Bonus Round Components
Referring now to FIG. 3A, an enlarged front elevational view of the display device <b>32</b> of the present invention having a plurality of groups of player selectable masked awards is illustrated. In one group of player selectable masked awards, indicated by the number <b>52</b>, the game displays masking indicia relating to the letter “A”. That is, the masking indicia of the group <b>52</b> preferably relate to one theme, namely, the letter “A”. In another group of player selectable masked awards, indicated by the number <b>54</b>, the game displays masking indicia relating to the letter “B”. In a further group of player selectable masked awards, indicated by the number <b>56</b>, the game displays masking indicia relating to the letter “C”. In yet another group of player selectable masked awards, indicated by the number <b>58</b>, the game displays masking indicia relating to the letter “D”. It should be appreciated that any theme could be used in place of the letters “A” to “D”.
The display <b>32</b> of FIG. 3A also contains a suitable prompt <b>59</b> urging the player to select one of the masked awards from each group. FIG. 3A illustrates a visual prompt, although the present invention contemplates providing a suitable audio prompt, such as, “Select one award from groups ‘A’, ‘B’, ‘C’ and ‘D’.” The present invention preferably includes the four groups <b>52</b> through <b>58</b>, as illustrated. The present invention can however include any number of groups, but preferably more than one group. The groups of the present invention preferably each include the five masked awards, as illustrated. The groups can however include any number of masked awards. The present invention preferably enables the player to select one of the masked awards per group. The invention contemplates, however, enabling the player to select any number except all the masked awards.
Referring now to FIG. 3B, the display device <b>32</b> illustrates example awards of the groups <b>52</b> through <b>58</b> illustrated above in FIG. <b>3</b>A. The present invention can or cannot reveal such a display, however, the game does not reveal all the awards until the player has made all selections in a round, i.e., completed the game. Different groups can have different awards, however, each of the groups preferably contains the same array of award values. FIG. 3B illustrates each group having a 10 award, a 50 award, a 300 award, a 500 award and a 750 award. The groups can contain two or more of the same awards but preferably contain an array of different values as illustrated. The implementor can design the game to have any array of values that satisfy the payback algorithm of the game, as is well known in the art.
As mentioned, the game does not reveal or unmask awards while the player initially picks masked awards from each group or while the player attempts to optimize the award. The game reveals or unmasks awards, if at all, at the end of a round, when the player has no further selections. The game does preferably give some indication, however, of the particular symbol that the player chooses. For example, the game can remove the indicia “AA” from the group <b>52</b> of FIG. <b>3</b>A and replace the indicia with a single color or other suitable selection indicator, so that the player does not forget and reselect the same masked award.
When the player changes the selection of a particular group, the game preferably replaces the selection indicator of the previously selected masked award with its original indicia, e.g., the indicia “AA”. Alternatively, the game can display two awards with selection indicators, wherein the selection indicators can be the same or different for the first and second selected awards. The following examples illustrate the different methods of indicating selected symbols during the player's award optimization of the present invention.
Referring to FIG. 3C, a method for indicating a player's selection is illustrated, wherein the present invention changes a selected masked symbol. FIG. 3C contains the row <b>52</b> of FIG. 3A displaying masking indicia relating to the letter “A”. The player has selected the masked award “AA” and the game has marked or changed the award mask by removing the “AA” indicia and adding the cross-hatched lines. As stated above, the game can change the mask of a selected award by adding a solid color or any other desired selection indicator. The game can also leave the “AA” indicia and instead highlight, embolden, change the color of, rotate or otherwise distinguish or identify the selected “AA” indicia from the other non-selected indicia. Alternatively, (yet non-preferably) the present invention can provide a momentary indication that the player has made a selection, such as an accompanying sound or momentary highlight, but otherwise leave the “AA” unchanged and not highlighted.
Referring to FIG. 3D, one method for indicating a player's change of a selection or an attempt at optimization is illustrated, wherein the game removes the selection indicator and returns the initial mask or indicia of the formerly selected award. FIG. 3D is a continuation of the round of the present invention illustrated in FIG. <b>3</b>C. The player has changed the selection of the group <b>52</b> from the “AA” award to the “AAAAA” award. The present invention now illustrates the cross-hatching over the “AAAAA” award of the group <b>52</b> and replaces the selection indicator of the previously selected “AA” award with the original “AA” masking indicia.
Referring to FIG. 3E, another method for indicating a player's change of a selection or an attempt at optimization is illustrated, wherein the game leaves the initial selection indicator and adds the same selection indicator to the newly selected award. The game leaves the initial selection indicator, e.g., the cross-hatched lines, over the originally selected and now deselected “AA” award. The game also removes the “AAAAA” indicia from the newly selected award and adds the same selection indicator over the “AAAAA” award. Thus, both awards contain the same cross-hatching, however, only the “AAAAA” award currently adds to the player's total.
Referring to FIG. 3F, a further method for indicating a player's change of a selection or an attempt at optimization is illustrated, wherein the game leaves the initial selection indicator and adds a different selection indicator to the newly selected award. The game leaves the initial selection indicator, e.g., the cross-hatched lines, over the originally selected and now deselected “AA” award. The game also removes the “AAAAA” indicia from the newly selected award and adds the different selection indicator over the “AAAAA” award, e.g., cross-hatching having an oppositely sloping hatch. Thus both awards contain the some form of cross-hatching, however, only the “AAAAA” award currently adds to the player's total.
The display device <b>32</b> illustrated in FIGS. 3A, <b>3</b>B, <b>7</b>, <b>8</b>, <b>9</b> and <b>10</b> preferably contains a touch screen <b>46</b> and an associated touch screen controller <b>48</b>. Each of the masked awards of the groups “A”, “B”, “C” and “D” displayed on display device <b>32</b> is thus preferably a player selectable area, which sends a unique input signal to the controller of the present invention. Alternatively, the present invention contemplates providing one or more front panel mountable input devices <b>33</b>, which are well known in the art, and that enable a player to select one or more masked awards from the groups.
Indicator Embodiments
Referring now to FIG. 4, one optimization embodiment is illustrated wherein the present invention reveals the total credits selected after the player selects a masked award from each group. The total credit indicator <b>60</b> is preferably a simulated display on the display device <b>32</b> (not shown). The game can alternatively provide a front panel mountable electro-mechanical total credit indicator <b>60</b>. The total credit indicator <b>60</b> preferably displays nothing or “0” until the player selects masked awards from each of the groups.
The total credit indicator <b>60</b> preferably does not initially display the value of each incremental masked award selection before a player selects an award from all of the groups <b>52</b> through <b>58</b> of FIG. <b>3</b>A. The game, rather, displays the total after the player initially selects one or more awards from each of the groups. A player would otherwise know the value of each initial selection, rendering the game unchallenging. After the player selects an initial masked award from all of the groups, and the game enables the player to optimize the total award, the game preferably updates the total credit indicator <b>60</b> after each change or new selection. It should be appreciated, however, that the total award indicator either displays nothing, a zero or an accumulation of at least one award selected from each group of the present invention.
The total credit indicator <b>60</b> thus enables a player to optimize an award by showing the effect of a change in the player's selection. That is, after the player initially selects a masked award from each group, e.g., groups “A” through “D” of FIG. 3A, the game displays the total, such as the 1150 credits of FIG. 4, in the total credit indicator <b>60</b>. The game then enables the player to change a selection of one of the groups and updates the change in the total credit indicator <b>60</b>. The player can then selectively change back to the original selection or once again select another masked award. The game enables a plurality of award changes and preferably enables three.
Referring now to FIG. 5, another optimization embodiment is illustrated wherein the present invention reveals each possible selectable credit as well as the total credits selected after the player selects a masked award from each group. The selectable credit indicator <b>62</b> is illustrated as a sentence disclosing that, “each group has the awards: 10 credits; 50 credits; 300 credits; 500 credits; and 750 credits.” The present invention can display the selectable credit indicator at any time and does not require the player to first make a selection or to make a selection from each group. The optimization embodiment of FIG. 5 also preferably contains the total credit indicator <b>60</b> discussed above in addition to the selectable credit indicator <b>62</b>.
It should be appreciated that the present invention can display the selectable credit indicator <b>62</b> in a tabulated or graphical format as opposed to the literal format illustrated in FIG. <b>5</b>. It should also be appreciated that the present invention can have groups containing award values different from that of other groups. In such a case, the present invention preferably displays all possible award values in the selectable credit indicator <b>62</b>. The message of the selectable credit would accordingly change, e.g., to “each group can have the awards: . . . ” Additionally, a selectable credit indicator could be associated within more than one or with each group.
In the optimization embodiment of FIG. 5, the selectable credit indicator <b>62</b> operates in conjunction with the total credit indicator <b>60</b>. The total credit indicator <b>60</b> discloses a relative change in the player's overall award, i.e., a step in the right or wrong direction, while the selectable credit indicator <b>62</b> discloses the desirability of the player's current selections on an absolute or optimal basis.
In an example illustrating the optimization embodiment of FIG. 5, the game contains the selectable credit indicator <b>62</b> disclosing that, “each group has the awards: 10 credits; 50 credits; 300 credits; 500 credits; and 750 credits.” The player changes a pick from “A” to “AAAAA” in the group <b>52</b> of FIG. 3A, and that the total credit indicator <b>60</b> updates a total of 910 credits to 950 credits. The player knows that the only combination that can account for the forty credit difference on the total credit indicator <b>60</b> is the 10 credit and 50 credit combination. The player also knows that these are the two lowest possible awards from the selectable credit indicator <b>62</b>. The player's next move should thus be to select the “AA”, “AAA” or “AAAA” from the group <b>52</b>, with the knowledge that at worst the player will win 300 credits from the group <b>52</b>.
The selectable credit indicator <b>62</b> also aids the player when determining whether to make a change or an attempt to optimize with a final, irreversible selection. If the player knows from the selectable credit indicator that the ultimate award is, e.g., 3000 (4×750) and that the average award is, e.g., 1288 (4×((10+50+300+500+750)/5)), then if the total credit indicator <b>60</b> currently displays 410 credits, then the player should opt to employ the final change or optimization attempt because it will likely increase the total. If the total credit indicator <b>60</b> currently displays 2500 credits, then the player should opt not to employ the final change without other information.
Referring now to FIG. 6, a further optimization embodiment is illustrated wherein the present invention reveals each possible selectable credit and the number of each credit that the player has currently selected. The current credit indicator <b>64</b> preferably works in conjunction with the selectable credit indicator <b>62</b> to provide the player with an indication of the possible credit selections and also with the current number of each selected. It should be appreciated the selectable credit indicator <b>62</b> and the current credit indicator <b>64</b> enable the player to calculate the player's current total credits and therefore obviate the need for the total credit indicator <b>60</b>. As a matter of convenience, however, the present invention preferably provides the total credit indicator <b>60</b>, so that the player does not have to continuously add credits. The present embodiment can alternatively operate without the total credit indicator <b>60</b>.
In the embodiment of FIG. 6, the selectable credit indicator <b>62</b> discloses that each group has the awards of: 10 credits; 50 credits; 300 credits; 500 credits; and 750 credits. The current credit indicator <b>64</b> discloses that the player has selected one 10 credit, two 50 credits and one 300 credit. The total credit indicator <b>60</b> discloses that the player has selected a total of 450 credits. The optimization embodiment preferably makes no association, however, between the credit values and a specific masked award. Although the player knows the values of each selected masked award, the player does not know which value belongs to which masked award.
It should be appreciated that the above combination is the only possible combination yielding 450 credits. The player can therefore determine the current selected number of each selectable credit from the selectable credit indicator <b>62</b> and the total credit indicator <b>60</b>. Many credit totals of the present invention, especially ones of relatively low value, have only one possible combination as illustrated here. In these unique combination situations, the current credit indicator <b>64</b> functions as an aid to the player; i.e., the game determines the combination for the player. The aid obviates the need for the player to determine the combination and also to determine whether or not the combination is unique with respect to the total.
If, in the example wherein the selectable credit indicator <b>62</b> discloses that each group has the awards of: 10 credits; 50 credits; 300 credits; 500 credits; and 750 credits and the total credit indicator <b>60</b> discloses a total credit of 1150 credits, the current credit indicator serves another purpose, namely, to distinguish between two or more possibilities. One 50 credit, two 300 credits and one 500 credit yield a total of 1150 credits. Two 50 credits, one 300 credit and one 750 credit also yield 1150 credits. Likewise, one 300 credit and three 500 credits total 1800 credits, as does one 50 credit, two 500 credits and one 750 credit.
When a credit total has multiple constituent combinations as shown above, the current credit indicator <b>64</b> enables the player to easily distinguish between an upgrade from 50 credits to 300 credits and an upgrade from 500 credits to 750 credits, wherein each upgrade is 250 credits. A player can determine the actual values knowing the different combinations yielding the total value before the change, the different combinations of symbols yielding the total value after the change and the different combinations yielding the change. However, the procedure is involved (shown below) and the present invention preferably contains the current credit indicator <b>64</b> to place different players on equal footing.
Example of Bonus Round
Referring to FIGS. 3A, <b>7</b>, <b>8</b>, <b>9</b> and <b>10</b>, an example of the present invention is illustrated using each of the different optimization embodiments. The game preferably only employs one embodiment, however for illustration purposes, the following example illustrates all three. In FIG. 3A, the game displays four rows <b>52</b> through <b>58</b> each having five selectable similarly masked awards. The game directs the player to select a masked award from each row through a suitable audio and/or video prompt such as the message <b>59</b>. FIG. 7 illustrates that the game has placed a selection indicator, e.g., the “X”, on the awards of the player's first selections, namely, the “AA” from the row <b>52</b>, the “BBBBB” from the row <b>54</b>, the “CCC” from the row <b>56</b> and the “DDDD” from the row <b>58</b>. A total credit indicator <b>60</b> comprises one optimization embodiment and shows a total of 1310 credits.
The game enables the player, as preferred, to have three opportunities to upgrade the total award or credits, wherein an opportunity preferably includes changing one selection. Alternatively, the opportunity can include changing a plurality of selections, such as one selection per row. Changing a plurality of selections makes diagnosing the cause of a resulting change too difficult and could lessen player enjoyment. With three chances, the game guarantees the player an opportunity to fix an undesirable change after the initial selection from each row. Even though the total credit indicator <b>60</b> of FIG. 7 gives the player no idea where to make a change, the player incurs no risk by selecting the “BBB” as illustrated in FIG. <b>8</b>. FIG. 8 illustrates that the game removed the selection indicator from the previously selected “BBBBB” and placed it on the “BBB”. The game discloses that the change lowered the player's total award to 860 credits as indicated by the total credit indicator <b>60</b>.
In the optimization embodiment illustrated by FIG. 8, the game also contains a selectable credit indicator <b>62</b>, which discloses that each group has the awards of: 10 credits; 50 credits; 300 credits; 500 credits; and 750 credits. With these awards, the player knows that one 10 credit, two 50 credits, and one 750 credits yield 860 total credits, as does one 10 credit, one 50 credit, one 300 credit and one 500 credit. The player also knows the difference between the first total award of 1310 and the second total award of 860 is 450 credits. This decrease could be from a change from 750 credits to 300 credits or from a change from 500 credits to 50 credits.
The player thus knows the following:
<maths><formula-text>10+50+500+750=1310; and 10+300+500+500=1310; (1)</formula-text></maths>
<maths><formula-text>750−300=450; and 500−50=450; (2)</formula-text></maths>
<maths><formula-text>10+50+50+750=860; and 10+50+300+500=860. (3)</formula-text></maths>
Therefore, the player does not know which change the player's selection made. In other examples, it may be possible for the player to know which change was made, such as a change from a 750 credit to a 10 credit where the spread is so large, there is only one possibility.
Referring now to FIG. 9, knowing now that the “BBBBB” contains a 750 and that the 450 credits can be retrieved, the player reselects the “BBBBB”. FIG. 9 illustrates that the game removed the selection indicator from the previously selected “BBB” and replaced it on the “BBBBB”. The figure also illustrates the update back to the original total of 1310 credits in the total credit indicator <b>60</b>. In the optimization embodiment further illustrated by FIG. 9, the game also contains a selectable credit indicator <b>62</b> and the current credit indicator <b>64</b>, which automatically discloses the information calculated by the player in FIG. <b>8</b>.
At this point, the player has one selection remaining, which means that the game provides no further selections to undo an undesirable selection. The player can determine the average (calculated above), which is 1288. The player's total, 1310, is slightly above the average, so the odds dictate to forgo the final selection. The game provides a suitable “collect” input device (not shown) as is well known in the art, should the player decide to keep the current credit selection. The player knows, from the indicators that three 750's remain, and for excitement and enjoyment, decides to take the slight risk and make the final selection.
As illustrated in FIG. 10, the player's final selection paid off as the change from the “CCC” to the “CCCCC” converted a 10 credit to a 750 credit. The game removed the selection indicator from the “CCC” and placed it on the “CCCCC”. The selectable credit indicator <b>62</b> and the current credit indicator <b>64</b> indicate that the player currently has selected one 50 credit, one 500 credit and two 750 credits. The total credit indicator <b>60</b> updates and displays a total credit of 2050. Since no changes of optimization opportunities remain, the bonus round preferably automatically ends, and the game updates the player's credit display <b>16</b>, accordingly. The game can, at this point, alternatively reveal or not reveal each award, as illustrated by FIG. <b>3</b>B.
While the present invention is described in connection with what is presently considered to be the most practical and preferred embodiments, it should be appreciated that the invention is not limited to the disclosed embodiments, and is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the claims. Modifications and variations in the present invention may be made without departing from the novel aspects of the invention as defined in the claims, and this application is limited only by the scope of the claims.
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Numbers
- Publication, DOCDB
- 6722982
- Publication, EPODOC
- US6722982
- Application
- 10354514
- Application, DOCDB
- 35451403
- Application, EPODOC
- US20030354514
Titles
- English
- Gaming device having value selection bonus
Patent term adjustment
- Applicant delay
- −64 days
- Net adjustment
- 0 days
Classification
- CPC, 3
- G07F17/3262
- G07F17/32
- G07F17/3267
- IPC, 1
- G07F17 32
- USPC, 3
- 463025000
- 463016000
- 463020000